void Game_Deinit() { MFStateBlock_Destroy(pPrismStateBlock); MFStateBlock_Destroy(pPrismMeshStateBlock); MFVertex_ReleaseVertexBuffer(pPrismVertexBuffer); MFStateBlock_Destroy(pBoxStateBlock); MFStateBlock_Destroy(pBoxMeshStateBlock); MFVertex_ReleaseVertexBuffer(pBoxVertexBuffer); MFVertex_ReleaseVertexDeclaration(pVertexDecl); MFMaterial_Release(pPrismRenderTarget); MFRenderer_Destroy(pRenderer); }
void Game_Deinit(void *pUserData) { if(pModel) MFModel_Release(pModel); MFStateBlock_Destroy(pDefaultStates); MFRenderer_Destroy(pRenderer); }
static void MFMaterial_Destroy(MFResource *pRes) { MFMaterial *pMaterial = (MFMaterial*)pRes; MFStateBlock_Destroy(pMaterial->pMaterialState); pMaterial->pType->materialCallbacks.pDestroyInstance(pMaterial); MFHeap_Free(pMaterial->pInstanceData); MFHeap_Free(pMaterial); }
//--------------------------------------------------------------------------------------------------------------------- void MFPrimitive_DeinitModule() { MFStateBlock_Destroy(pIdentity); MFVertex_ReleaseVertexDeclaration(pDecl); }